4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Suggestion: Dolyak bombs enemy keep supplies
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
That’s an interesting idea that could actually be broadened. One could consume part of the camp supply to trigger dolyak bombs, and maybe aim them at supply or damage gates.
Likewise, DBL towers could find kittene by having a similar “mercenaries” device that’d allow players to hire npc’s and put them in a “gard camp” duty or “gard keep”, or patrol… Considering each one of these towers have a specific kind of npc’s, that’d make an interesting blend. It still needs to have them far more powerful than usual automatic guards.
Or it could be a guild thing.
So not only will more dollys have been slaughtered to players than there where total deaths in WW2 (since the last stats released by Anet it’s probably up to double that count) we will also strap bombs to them and send to suicide bomb keeps?
You people disgust me!
Unless of course the dolly explode with a fireworks display of red ribbons and dancing baby quaggans on a rainbow.
That’s OK.
So not only will more dollys have been slaughtered to players than there where total deaths in WW2 (since the last stats released by Anet it’s probably up to double that count) we will also strap bombs to them and send to suicide bomb keeps?
You people disgust me!
Unless of course the dolly explode with a fireworks display of red ribbons and dancing baby quaggans on a rainbow.
That’s OK.
This now has to be a thing.
EDIT: Make it halo ‘grunt birthday party’ style. I want a cheer with party strings every time it makes an amusing ‘pop’ sound.
(edited by alicatrawz.9567)
Actually an interesting suggestion for a tactic upgrade. It offers a high risk-reward strategy and gives roamers an option to not only passively hinder enemy progress but actively threaten it if they manage to get behind enemy lines.
This is a very interesting idea. Make camps into assault mechanisms if they are controlled. So the dolyaks effectively become sappers. Some people might view this a PvE but to me its just another siege engine and does up the value of camps quite a bit. And camps create quite a bit of open field fighting so all the better.
This would solve a number of issues. One, at times its not productive to cap a camp unless it can be controlled for a number of ticks since if it spawns both yaks that sit there then the recapping of the camp will be worth more capture points then the control tick points were worth. Two it means the yaks stay in motion and continue to create mobile points of conflict. Three it creates a way for small groups to pre-assault larger structures which causes defenders to have to risk leaving the walls to block the lumbering assault.
Now to expand the idea:
- Allow them to be escorted for speed boosts, agree
- Allow them to be launched from the camp by interacting with them, “yah mule go” that gets them going by themselves
- Allow for new WvW upgrades that allows them to auto-launch
- Allow for packed versions that upgrade their supply drain, either case a yak that lands an attack shouldn’t drain as much as a real yak delivering
- Allow for a WvW upgrade that would cause an gate charge to be deployed that damages gate if no supply is in structure
- Now the counter here is that gate guards and roaming patrols on higher structured keeps might naturally block these, higher level of either camp or target objective becomes a race since upgrades up the chance of side blocking or not blocking the bomb delivery
- You might also have camps trigger their upgrade mechanic if they are able to “bomb” the target at the destination allowing them to create stronger attackers
Graphically there are a number of options:
- Yaks do the walking and drop a powder keg at gate when they reach it
- Leave the yaks as they are and instead the camp deploys skritt bombers (take a page from sPvP Stronghold)
+10 here, this is quite fun idea wouldn’t mind seeing people bounce around more.
De Mortuis Nil Nisi Bonum.
I can see a zerg defending yaks as they trot along towards the enemy keep or tower. It also puts urgency to taking back a camp even if you’re under siege. It breaks up the defense since failure to attack the camp means more bombs at your gate.
I can see a zerg defending yaks as they trot along towards the enemy keep or tower. It also puts urgency to taking back a camp even if you’re under siege. It breaks up the defense since failure to attack the camp means more bombs at your gate.
Zergs I think will be impatient and just beat the gate down, but agree on the rest. If you are just sitting defending then you are going to have to react the siege else it will weaken what you are doing. Now think about it further, if you add in higher tier structures are worth more and/or killing yaks are more points and this idea fits well into those concepts and creates a more active game.
“Ok, do I leave them the camp and then try and kill their yaks as they approach the gate, will they jump me if I do. Do I need to go and recap that camp else I have bombs on both gates.”
Making players make decisions is a good thing. Mistaken tactics can create chaos which prompts more conflict, which is what WvW is about, conflict and fluctuation.
De Mortuis Nil Nisi Bonum.
I can see a zerg defending yaks as they trot along towards the enemy keep or tower. It also puts urgency to taking back a camp even if you’re under siege. It breaks up the defense since failure to attack the camp means more bombs at your gate.
Zergs I think will be impatient and just beat the gate down, but agree on the rest. If you are just sitting defending then you are going to have to react the siege else it will weaken what you are doing. Now think about it further, if you add in higher tier structures are worth more and/or killing yaks are more points and this idea fits well into those concepts and creates a more active game.
“Ok, do I leave them the camp and then try and kill their yaks as they approach the gate, will they jump me if I do. Do I need to go and recap that camp else I have bombs on both gates.”
Making players make decisions is a good thing. Mistaken tactics can create chaos which prompts more conflict, which is what WvW is about, conflict and fluctuation.
I’ve been on both sides of the long stand-offs, the ones where a tower and keep trade treb and cata shots for hours. The last week of desert borderland I remember defending a 3 hour siege of the air keep before the aggressors gave up and left.
It’s quite common for zergs to dig in when attacking a target that they would not be able to attack in a full assault. Usually it follows doing something to royally kitten them off, like flipping SMC or their garrison/rampart in a surprise attack of your own. Or of the third side has packed it in and attacking them is boring.
Other times they’re just trying to bleed supply so they can attack later.
Yak bombs would be an extra dimension in those fights.
+1 for offensive doly/camps
That or the dolly taking a huge portion of the enemy gate.
Actually an interesting suggestion for a tactic upgrade. It offers a high risk-reward strategy and gives roamers an option to not only passively hinder enemy progress but actively threaten it if they manage to get behind enemy lines.
Except, as a roamer. I don’t have the power to make it a tactic upgrade.
The people that do have guilds to lead.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Talking with others about this one and still think its has merit. I think something like this should be considered. You really want camps/depots to be your backbone in WvW that feed the larger structures upstream. This suggestion adds to that.
De Mortuis Nil Nisi Bonum.